First of all, I'd like to mention that MC Sets, while sometimes useful, are no longer the best items for their elements and slots anymore. If you want a go to set of armors, use one of the revamped subraces. Werewolf is the best choice for warriors, with Str/Dex drives, a guest, a heal and a Beast Form that deals skill-level damage. So go to the Werewolf Lair in Darkovia, complete the advanced werewolf quest and get a second no-drop in form of your subrace transformation!
As for Fuuryoku, it's not a particularly complicated boss. Use wind armor + shield, a harm weapon (like Horo Show), maybe a pet or guest. Use normal attacks when Choked, and a nuke (like Rage Beast's Beast Form) when not.
For more sophisticated tactics, I suggest checking out the Commonly Used Strategies page, particularly the stun meta. The basic idea is to stun-lock the monster, then use powerful elelocked skills to crush it.
Before doing anything else, though, visit the Guardian Tower and get the Essence Orb misc. It's the most bs misc released since, well, ever really, allowing you to convert your hp into sp without loosing a turn - which means you can spam skills every single turn!
I would suggest switching your Blade of Awe to energy, as that element lacks any exceptional weapons or shields. FO builds generally align it to PWD.
Bloodzerker's Blazing Edge from Rare GGBs is the best fire weapon for FO builds. It deals +20% damage at the expense of taking +(15/1.4)%.
For water, your best choice would be the revamped Kindred sword. It can be charged to autohit (every turn with the Kindred pet!), which can come in rather useful against high-level or high MRM monsters.
Wind does not have anything particularly outstanding, so you can use either the Fujin Spear (stronger special) or AQxe (slight increase in damage with each turn).
If you can afford to spend a GGB on Gloom Glaive (for earth/harm), then MagnaBlade is your best choice for ice. One of the few remaining old standard FO weapons, it deals +30% damage (at the expense of taking +25/1.4%). Otherwise, you'll need the Horo Show sword to compress harm.
As mentioned above, if you have another Rare GGB, Gloom Glaive is an earth spear that toggles to harm. If not, Frogzard Sword compresses an elelocked armor - which is rather nice, given that earth has the largest number of equal resist mobs.
Light has several good options, but I'd suggest Zabura's Hammer. You can click on it to activate a blinding skill - which is nice by itself, but particularly good in that the skill stacks with Beast Form or Bloodzerker's toggle for fairly high damage.
If you have some spare tokens, Terror Eater synergizes very nicely with werewolf's quickcast Snarl and Beast Form. If you have a spare UR (only after getting Bloodzerker, Dunamis and Thernda), Agony's Embrace is an FO weapon. If you have neither, Nocturnal Knight Edge is easy to get and has increased accuracy. If you prefer an effect weapon, Katar of Undeath has a high chance to lower monster damage for a turn or two.
While you're unlikely to use it often, it's generally a good idea to get UG armor as a no-drop - probably the Mighty Plate, since your water weapon is melee.
Blazing Bloodzerker is probably your first priority for a UR GGB. It deals +20% damage on all weapon attacks for a negligible hp cost, and has a toggle for 2x fire damage - one that synergizes very well with the Zabura Hammer's skill.
For water, you have several options. Kindred is hands down the strongest armor in the game, bar none, but its 6x damage skill of weapon element needs to be charged for 5 turns beforehand for maximum output. This makes it very nice for killing bosses (like Fuuryoku), but somewhat tedious for casual questing. It's at least worth keeping in storage. For more casual questing WHEEL is a better option. It's water skill is old standard, meaning it gets elecomp to damage and can be firther boosted by Ironthorn.
For wind, the best offensive armors are seasonal or UR. As such, I suggest simply using the Rage Beast werewolf variant.
Horo Show Void Vigilante has the strongest ice skill in the game, hands down, and can be further boosted by Ironthorn.
For earth, you're probably best off using your wereolf no-drop - though the Terra Bloodzerker armor coming to URs this week is probably going to be a worthwhile choice (after Blazing, Dunamis and Thernda, though).
Taladosian Robes are pretty much an energy clone of Horo Show - strong skill, boostable.
White Knight Z has the strongest non-Kindred skill in the game (light element), but it costs tokens. A more f2p alternative would be the Solaris armor (at least until top levels).
For darkness, Angel of Souls is a pretty good choice, with hp-costing darkness skill.
UG shield is a better alternative to the Guardian no-drop.
Fireworks Buckler, currently in LTS, compresses fire/light to fit in Ironthorn w/o loosing an element.
For water, I would suggest either Celtic Wheel (provides mp to cast Moonwalker's Grace) or Kindred (qc sp regen).
Wind doesn't have anything better than the Fujin shield with its Dex drive.
Horo Show (harm + sp regen on block) and Cryo Chrono (chance to paralyze on block) are both good options for ice.
For earth and darkness, Morningstar and Twilight shields are still reasonably good.
Call Dunamis and Call Thernda are among your first priorities for a UR GGB. They summon guests that deal no damage, but instead boost your damage - melee and ranged respectively.
Purple Rain is one of the staples of the meta.
Moonwalker's Grace is a qc Dex booster.
Skill Scrolls from Warrior's Tower cover nukes for any element you may want.
Catnip Senses provide quickcast immobility resistance.
Sisters of Mercy can give you an eleshield against all elements for one turn - useful if faced with monster nuke.
As somebody with 0 Cha, you'dbenefit the most from booster pets - unfortunately both Dunamis and Thernda pets are premium, costing $50 each. Presuming you aren't planning to spend a hundred bucks, I would suggest pets with either unique effects or ones that inflict statuses vs monster Cha (usually 0).
Underwyrmling is the only pet in the game that can harm monster sp.
Kindred pet toggles to provide charges for your Kindred weapon/armor/shield.
Fujin pet inflicts DefLoss against monster Cha.
For ice, I'd have to say Ice Cream Golem (daze toggle). It's not perfect, but we lack anything better.
Fu Dog is easily the best earth pet in the game, with petrification toggle and potency, but it's UR. Until you have an extra one, Hammer Turret inflicts paralysis against Cha.
PikaZard (paralysis chance) - again, not perfect, but the best we have.
When Blarney comes around, you'll want to pick up Lepre-Chan - the only f2p booster in the game. Until then, Fairy Godmother suffices.
Model 294 inflicts EleVuln against End, but we don't have anything better.
As mentioned in the beginning, Essence Orb is your first priority.
Resistance miscs are somewhat extraneous now - the battles tend to end way too fast for them to make a difference. If you really want one, wait until level lvl 100 and pick up Cyclops' Eye to cover every element.
As soon as you reach level 105, get Shadowfeeder Pendant - its qc celerity is the best meta enabler we currently have.
Goggernaut Helm is a cheap accuracy booster that extends toyour pet and doesn't /2 for spells.
Sniper's Scope provides both bth and damage to ranged attacks.
For melee attacks, Sword Master Emblem covers most weapons, and at lvl 102 you can replace it with Minotaur's Pride to cover the rest.
Bell Shell heals a little hp based on the damage you deal. The heal is less than that of CoRS, but Bell Shell doesn't reduce your damage, making it better for FO builds.
Morningstar Helm gives immunity to paralysis. If you want something a little more sp-efficient, Blood Ruby and Liquid Courage give resistances to paralysis and fear respsectively.
Hope the info's useful and don't hesitate to ask if you have any questions!